Cleanup: use C-style comments, double quote Python text
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@@ -682,7 +682,7 @@ class ANIM_OT_slot_new_for_id(Operator):
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@classmethod
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def poll(cls, context):
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animated_id = getattr(context, 'animated_id', None)
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animated_id = getattr(context, "animated_id", None)
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if not animated_id:
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return False
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if not animated_id.animation_data or not animated_id.animation_data.action:
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@@ -694,7 +694,7 @@ class ANIM_OT_slot_new_for_id(Operator):
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return True
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def execute(self, context):
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animated_id = getattr(context, 'animated_id', None)
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animated_id = getattr(context, "animated_id", None)
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action = animated_id.animation_data.action
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slot = action.slots.new(for_id=animated_id)
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@@ -706,7 +706,7 @@ class ANIM_OT_slot_unassign_from_id(Operator):
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"""Un-assign the assigned Action Slot from an ID.
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Note that _which_ ID should get this slot unassigned must be set in the
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'animated_id' context pointer, using:
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"animated_id" context pointer, using:
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>>> layout.context_pointer_set("animated_id", animated_id)
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"""
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@@ -717,7 +717,7 @@ class ANIM_OT_slot_unassign_from_id(Operator):
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@classmethod
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def poll(cls, context):
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animated_id = getattr(context, 'animated_id', None)
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animated_id = getattr(context, "animated_id", None)
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if not animated_id:
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return False
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if not animated_id.animation_data or not animated_id.animation_data.action_slot:
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@@ -726,7 +726,7 @@ class ANIM_OT_slot_unassign_from_id(Operator):
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return True
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def execute(self, context):
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animated_id = getattr(context, 'animated_id', None)
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animated_id = getattr(context, "animated_id", None)
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animated_id.animation_data.action_slot = None
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return {'FINISHED'}
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@@ -326,11 +326,11 @@ class MaterialProperties_MixIn:
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header, body = layout.panel("import_image_plane_material", default_closed=False)
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header.label(text="Material")
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if body:
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body.prop(self, 'shader')
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body.prop(self, "shader")
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if self.shader == 'EMISSION':
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body.prop(self, "emit_strength")
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body.prop(self, 'render_method')
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body.prop(self, "render_method")
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if self.render_method == 'BLENDED':
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body.prop(self, "show_transparent_back")
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@@ -395,8 +395,8 @@ class TextureProperties_MixIn:
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header, body = layout.panel("import_image_plane_texture", default_closed=False)
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header.label(text="Texture")
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if body:
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body.prop(self, 'interpolation')
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body.prop(self, 'extension')
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body.prop(self, "interpolation")
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body.prop(self, "extension")
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row = body.row(align=False, heading="Alpha")
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row.prop(self, "use_transparency", text="")
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@@ -516,7 +516,7 @@ class JoinUVs(Operator):
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nbr_loops = len(mesh.loops)
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# seems to be the fastest way to create an array
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uv_array = array.array('f', [0.0] * 2) * nbr_loops
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uv_array = array.array("f", [0.0] * 2) * nbr_loops
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mesh.uv_layers.active.data.foreach_get("uv", uv_array)
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objects = context.selected_editable_objects[:]
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@@ -555,7 +555,7 @@ class DATA_PT_camera_animation(CameraButtonsPanel, PropertiesAnimationMixin, Pro
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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}
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_animated_id_context_property = 'camera'
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_animated_id_context_property = "camera"
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class DATA_PT_custom_props_camera(CameraButtonsPanel, PropertyPanel, Panel):
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